Gargantuan Dragon, Neutral Evil
Armor Class 22 (Natural Armor)
Hit Points 546 (28d20 + 252)
Speed 40 ft., Climb 40 ft.
STR
30 (+10)
DEX
18 (+4)
CON
29 (+9)
INT
10 (+0)
WIS
23 (+6)
CHA
15 (+2)
Saving Throws STR +17, DEX +11, CON +16, WIS +13
Skills Perception +20, Survival +20
Damage Immunities Fire, Lightning
Condition Immunities Blinded, Charmed, Exhaustion
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 30
Languages Draconic Draconic
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Trampling Charge. If the Behemoth moves at least 20 feet straight toward a creature it can then make a free gore attack, the target them must succeed on a DC 19 Strength saving throw or be knocked prone.

Legendary Resistance (3/Day). If the Behemoth fails a saving throw, it can choose to succeed instead.

 

Actions

Multiattack: Behemoth can use its Frightful Presence. It then makes three attacks: one with its bite and 2 with its claws.

Bite. Melee Weapon Attack: +17 to Hit, reach 15 ft., one target. Hit 21 (2d10 + 10) slashing damage plus 14 (4d6) lightning damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Gore. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 29 (4d8 + 10) piercing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target Hit: 19 (2d8 + 10) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Meteor Strike (Recharge 5-6). The Behemoth summons a meteor from another dimension and sends it slamming into the ground in a 50-foot radius. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. The Behemoth is immune to this attack.

 

Legendary Actions

Behemoth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Behemoth regains spent legendary actions at the start of its turn.

Detect. Behemoth makes a Wisdom (Perception) check.

Tail attack. Behemoth makes a tail attack.

Move (Costs 2 Actions). Behemoth moves its movement.

Description

Behemoths are large, purple, canine-esque creatures with two bull-like horns and flowing manes. Depending on the game, Behemoths may be quadrupedal or bipedal—when bipedal, they often wield weapons. They appear in the game's later areas, and are sometimes treated as bosses. Due to their great power, Behemoths usually attack alone, but occasionally attack in small groups of two or three. Behemoths use strong physical attacks and often counter attacks with an attack of their own.

Lair and Lair Actions

 

Lair Actions

On initiative cound 20 (loosing initiative ties), the Behemoths takes  a lair action to cause one of the following effects; Behemoth can't use the same effect two rounds in a row:

  • A tremor shakes the lair in a 60-foot radius around the Behemoth. Each creature other than the Behemoth on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
  • Magma erupts from a point on the ground the Behemoth can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
  • Surges of electricity start start erupting from the ground in a 20-foot-radius sphere centered on a point the Behemoth can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be paralyzed until the end of its turn.

Previous Versions

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